May 27Th ALGOL 58 Meeting
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Computer Managed Instruction in Navy Training. INSTITUTION Naval Training Equipment Center, Orlando, Fla
DOCUMENT RESUME ED 089 780 IR 000 505 AUTHOR Middleton, Morris G.; And Others TITLE Computer Managed Instruction in Navy Training. INSTITUTION Naval Training Equipment Center, Orlando, Fla. Training Analysis and Evaluation Group. REPORT NO NAVTRADQUIPCEN-TAEG-14 PUB DATE Mar 74 NOTE 107p. ERRS PRICE MF-$0.75 HC-$5.40 PLUS POSTAGE DESCRIPTORS *Computer Assisted Instruction; Computers; Cost Effectiveness; Costs; *Educational Programs; *Feasibility Studies; Individualized Instruction; *Management; *Military Training; Pacing; Programing Languages; State of the Art Reviews IDENTIFIERS CMI; *Computer Managed Instruction; Minicomputers; Shipboard Computers; United States Navy ABSTRACT An investigation was made of the feasibility of computer-managed instruction (CMI) for the Navy. Possibilities were examined regarding a centralized computer system for all Navy training, minicomputers for remote classes, and shipboard computers for on-board training. The general state of the art and feasibility of CMI were reviewed, alternative computer languages and terminals studied, and criteria developed for selecting courses for CMI. Literature reviews, site visits, and a questionnaire survey were conducted. Results indicated that despite its high costs, CMI was necessary if a significant number of the more than 4000 Navy training courses were to become individualized and self-paced. It was concluded that the cost of implementing a large-scale centralized computer system for all training courses was prohibitive, but that the use of minicomputers for particular courses and for small, remote classes was feasible. It was also concluded that the use of shipboard computers for training was both desirable and technically feasible, but that this would require the acquisition of additional minicomputers for educational purposes since the existing shipboard equipment was both expensive to convert and already heavily used for other purposes. -
Typology of Programming Languages E Early Languages E
Typology of programming languages e Early Languages E Typology of programming languages Early Languages 1 / 71 The Tower of Babel Typology of programming languages Early Languages 2 / 71 Table of Contents 1 Fortran 2 ALGOL 3 COBOL 4 The second wave 5 The finale Typology of programming languages Early Languages 3 / 71 IBM Mathematical Formula Translator system Fortran I, 1954-1956, IBM 704, a team led by John Backus. Typology of programming languages Early Languages 4 / 71 IBM 704 (1956) Typology of programming languages Early Languages 5 / 71 IBM Mathematical Formula Translator system The main goal is user satisfaction (economical interest) rather than academic. Compiled language. a single data structure : arrays comments arithmetics expressions DO loops subprograms and functions I/O machine independence Typology of programming languages Early Languages 6 / 71 FORTRAN’s success Because: programmers productivity easy to learn by IBM the audience was mainly scientific simplifications (e.g., I/O) Typology of programming languages Early Languages 7 / 71 FORTRAN I C FIND THE MEAN OF N NUMBERS AND THE NUMBER OF C VALUES GREATER THAN IT DIMENSION A(99) REAL MEAN READ(1,5)N 5 FORMAT(I2) READ(1,10)(A(I),I=1,N) 10 FORMAT(6F10.5) SUM=0.0 DO 15 I=1,N 15 SUM=SUM+A(I) MEAN=SUM/FLOAT(N) NUMBER=0 DO 20 I=1,N IF (A(I) .LE. MEAN) GOTO 20 NUMBER=NUMBER+1 20 CONTINUE WRITE (2,25) MEAN,NUMBER 25 FORMAT(11H MEAN = ,F10.5,5X,21H NUMBER SUP = ,I5) STOP TypologyEND of programming languages Early Languages 8 / 71 Fortran on Cards Typology of programming languages Early Languages 9 / 71 Fortrans Typology of programming languages Early Languages 10 / 71 Table of Contents 1 Fortran 2 ALGOL 3 COBOL 4 The second wave 5 The finale Typology of programming languages Early Languages 11 / 71 ALGOL, Demon Star, Beta Persei, 26 Persei Typology of programming languages Early Languages 12 / 71 ALGOL 58 Originally, IAL, International Algebraic Language. -
A Politico-Social History of Algolt (With a Chronology in the Form of a Log Book)
A Politico-Social History of Algolt (With a Chronology in the Form of a Log Book) R. w. BEMER Introduction This is an admittedly fragmentary chronicle of events in the develop ment of the algorithmic language ALGOL. Nevertheless, it seems perti nent, while we await the advent of a technical and conceptual history, to outline the matrix of forces which shaped that history in a political and social sense. Perhaps the author's role is only that of recorder of visible events, rather than the complex interplay of ideas which have made ALGOL the force it is in the computational world. It is true, as Professor Ershov stated in his review of a draft of the present work, that "the reading of this history, rich in curious details, nevertheless does not enable the beginner to understand why ALGOL, with a history that would seem more disappointing than triumphant, changed the face of current programming". I can only state that the time scale and my own lesser competence do not allow the tracing of conceptual development in requisite detail. Books are sure to follow in this area, particularly one by Knuth. A further defect in the present work is the relatively lesser availability of European input to the log, although I could claim better access than many in the U.S.A. This is regrettable in view of the relatively stronger support given to ALGOL in Europe. Perhaps this calmer acceptance had the effect of reducing the number of significant entries for a log such as this. Following a brief view of the pattern of events come the entries of the chronology, or log, numbered for reference in the text. -
Language-Parametric Methods for Developing
Gabriël Ditmar Primo Konat was born in The Language-Parametric Methods for Developing Interactive Programming Systems Language-Parametric Methods for Developing Interactive Programming Hague, the Netherlands. In 2009, he received his BSc in Computer Science from the Institute of Ap- Invitation plied Sciences in Rijswijk. In 2012, he received his MSc in Computer Science from Delft University of Technology (TUDelft). From 2012 to 2018, he was Language-Parametric a Ph.D. student with the Programming Languages Methods for Developing group at TUDelft, under supervision of Eelco Viss- Interactive Programming er and Sebastian Erdweg. His work focuses on lan- Systems guage workbenches and incremental build systems. Gabriël Konat [email protected] You are cordially invited to the public defense of my dissertation on Monday, November 18th, 2019 at 3pm. At 2:30pm, I will give a brief presentation summarizing my dissertation. The defense will take place in the Senaatszaal of the Delft University of Technology Auditorium, Mekelweg 5, 2628 CC Delft, the Netherlands Afterwards, there will be a Gabriël Konat Language-Parametric Methods for reception. Developing Interactive Programming Systems Gabriël Konat Propositions accompanying the dissertation Language-Parametric Methods for Developing Interactive Programming Systems by Gabriël Ditmar Primo Konat 1. Language-parametric methods for developing interactive programming sys- tems are feasible and useful. (This dissertation) 2. Compilers of general-purpose languages must be bootstrapped with fixpoint bootstrapping. (This dissertation) 3. Manually implementing an incremental system must be avoided. (This dissertation) 4. Like chemists need lab assistants, computer scientists need software engineers to support them in research, teaching, and application in industry. 5. -
DRAGON QUESTTM VIII to Be Released in Japan November 27, 2004
DRAGON QUESTTM VIII to Be Released in Japan November 27, 2004 September 20, 2004 – Los Angeles, CA – Square Enix Co., Ltd., a leading developer and publisher of interactive entertainment software including two of the world’s most popular franchises FINAL FANTASY® and DRAGON QUESTTM announced today that DRAGON QUESTTM VIII for the PlayStation®2, will be released November 27, 2004 in Japan. The DRAGON QUESTTM Series is one of the leading RPGs in Japan. The series was first released in 1986 and has sold 35.89 million units worldwide. DRAGON QUESTTM VIII, using cutting-edge graphics and a new game system, will be released for the PlayStation®2 as a completely new DRAGON QUESTTM, four years after the last DRAGON QUESTTM VII. In addition, the company will prepare a playable version for the 2004 Tokyo Game Show which will be held September 24-26, 2004. This will be the premiere of a DRAGON QUESTTM VIII playable. DRAGON QUESTTM VIII Features Cutting-edge graphics The world of DRAGON QUESTTM VIII is created with breakthrough 3D graphics. The world, which includes fields, towns and dungeons, will allow players to move around seamlessly. The graphics are of a high-quality animation, and players can feel as if they are walking around inside the world created by Character Designer, Akira Toriyama. The battle scenes and monsters make users feel as if they were actually facing them All of the monsters and characters are transformed with 3D graphics. Battle scenes provide a strong presence of characters and monsters due to its stunning visuals. Moreover, both new and familiar monsters have been recreated with uniquely detailed animation. -
Tops-10 Monitor Calls Manual, Vol. 1
TOPS-10 Monitor Calls Manual Volume 1 AA-097 4G-TB October 1988 This manual describes the functions that the monitor performs to service monitor calls from assembly language programs. The TOPS-10 Monitor Calls Manual Is divided Into two volumes: Volume 1 covers the facilities and functions of the monitor; Volume 2 describes the- monitor calls, calling sequences, symbols, and GETTAB tables. This manual supe-rsedes the previous manual of the same name, SOC order number AA-0974F-TB. Operating System: . TOPS-10 Version 7.04 Software: GALAXY Version 5.1 digital equipment corporation maynard, massachusetts First Printing, November 1975 Revised, May 1977 Revised, January 1978 Revised, August 1980 Revised, February 1984 Revised, April 1986 Revised, October 1988 The information in this document is subject to change without notice and should not be construed as a commitment by Digital Equipment Corporation. Digital Equipment Corporation assumes no responsibility for any errors that may appear in this document. The software described in this document is furnished under a license and may be used or copied only in accordance with the terms of such license. No responsibility is assumed for the use or reliability of software on equipment that is not supplied by Digital Equipment Corporation or its affiliated companies. Copyright © 1975, 1984, 1988 Digital Equipment Corporation All Rights Reserved. Printed in U.S.A. The Reader's Comments form on the last page of this document requests the user's critical evaluation to assist in preparing future documentation. The following are trademarks of Digital Equipment Corporation: CI DECtape LA50 SITGO-10 DDCMP DECUS LN01 TOPS-10 DEC DECwriter LN03 TOPS-20 DECmail DELNI MASSBUS TOPS-20AN DECnet DELUA PDP UNIBUS DECnet-VAX HSC PDP-11/24 UETP DECserver HSC-50 PrintServer VAX DECserver 100 KA10 PrintServer 40 VAXNMS DECserver 200 KI Q-bus VT50 DECsystem-10 KL10 AeGIS DECSYSTEM-20 KS10 RSX ~BmBDmDTM CONTENTS PREFACE CHAPTER 1 INTRODUCTION TO MONITOR CALLS 1.1 MONITOR CALL SYMBOLS . -
©2015 George W. Boone
©2015 George W. Boone VIDEO GAME RHETORIC AND MATERIALIST CONTINGENCY: GENRE, CIRCULATION, AND NARRATIVE BY GEORGE W. BOONE DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communication in the Graduate College of the University of Illinois at Urbana-Champaign, 2015 Urbana, Illinois Doctoral Committee: Associate Professor Ned O'Gorman, Chair Associate Professor Cara A. Finnegan Professor Susan Davis Associate Professor Kevin Hamilton ABSTRACT As technology changes, people find new ways to entertain themselves, tell stories, and create imaginary worlds. This dissertation examines the development of Dragon Quest, a video game created for Nintendo’s Famicom game console. I argue Dragon Quest provides insights into the rhetorical techniques that comprise video game design. Attending to Dragon Quest as digital rhetoric highlights how rhetorical contingencies shape the invention of, engagement with, and circulation of video games. This rhetorical analysis analyzes technical documents, business contracts, and popular video game press to provide a historical understanding of the economic, social, and aesthetic exigencies that shaped Dragon Quest. In the first chapter, I trace the emergence of the role-playing game (RPG) in the United States, how it traveled to Japan, and the ways Dragon Quest utilized conventions of this genre. In the second chapter, I attend to the patterns of circulation that Dragon Quest traveled once it left Japan and Enix sold it to North Americans as Dragon Warrior. Chapter three looks at how Dragon Quest creates a linear narrative form through the management of game spaces. The dissertation concludes by arguing that rhetorical analysis of a video game as rhetorical history brings new understandings to how critics might engage the material and economic components of genre, circulation, and narrative. -
Stan-(X-249-71 December 1971
S U326 P23-17 AN ANNOTATED BIBLIOGRAPHY ON THE CONSTRUCTION OF COMPILERS . BY BARY W. POLLACK STAN-(X-249-71 DECEMBER 1971 - COMPUTER SCIENCE DEPARTMENT School of Humanities and Sciences STANFORD UNIVERS II-Y An Annotated Bibliography on the Construction of Compilers* 1971 Bary W. Pollack Computer Science Department Stanford University This bibliography is divided into 9 sections: 1. General Information on Compiling Techniques 2. Syntax- and Base-Directed Parsing c 30 Brsing in General 4. Resource Allocation 59 Errors - Detection and Correction 6. Compiler Implementation in General - 79 Details of Compiler Construction 8. Additional Topics 9* Miscellaneous Related References Within each section the entries are alphabetical by author. Keywords describing the entry will be found for each entry set off by pound signs (*#). Some amount of cross-referencing has been done; e.g., entries which fall into Section 3 as well as Section 7 will generally be found in both sections. However, entries will be found listed only under the principle or first author's name. Computing Review citations are given following the annotation when available. "this research was supported by the Atomic Energy Commission, Project ~~-326~23. Available from the Clearinghouse for Federal Scientific and Technical Information, Springfield, Virginia 22151. 0 l/03/72 16:44:58 COMPILER CONSTRUCTION TECHNIQUES PACFl 1, 1 ANNOTATED RTBLIOGRAPHY GENERAL INFORMATION ON COMP?LING TECHNIQOES Abrahams, P, W. Symbol manipulation languages. Advances in Computers, Vol 9 (196R), Sl-111, Academic Press, N. Y. ? languages Ic Anonymous. Philosophies for efficient processor construction. ICC Dull, I, 2 (July W62), 85-89. t processors t CR 4536. -
The Birth of “Final Fantasy”: Square Corporation
岡山大学経済学会雑誌37(1),2005,63~88 The Birth of “Final Fantasy”: Square Corporation Daiji Fujii 1. Introduction “Final Fantasy” was one of the million selling series of role playing games (RPGs). Square Corporation, which might be known as Square Soft outside Japan, had been known as the Japanese software developer to release this series approximately every year. Square enjoyed large annual turnovers from the series and diversified their businesses including a CG movie production. Journalism shed a spotlight on this software factory as a member of the “Winners Club” in Japan’s economy under the futureless recession in the 1990s. This heroic entrepreneurial company and its biggest rival, Enix Corporation Limited, known to be the publisher of “Dragon Quest” series (“Dragon Warrior” in North America), the other one of the twin peaks of Japanese RPG titles, announced to become one in November, 2002. The news became a national controversy, because the home video game was expected to be the last remedy to Japan’s trade imbalance of software industry. According to the report published by Japan’s industry consortium, Computer Entertainment Supplier’s Association (CESA), the top 30 titles in terms of the total shipment between 1983−2002 included 13 RPG titles released by both Square and Enix, second to Nintendo’s 14 titles of various genres (See table 1). Independent software firms had had powerful impacts upon Nintendo, which had the combination of Nintendo Entertainment System (NES) as a dominant platform and “Mario” as a killer content. In 1996, Nintendo’s hegemony in the platform market was rooted out by the re−alliances amongst software suppliers and almost dying PlayStation of Sony Computer Entertainment (SCE). -
Compiler Construction
Compiler construction PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Sat, 10 Dec 2011 02:23:02 UTC Contents Articles Introduction 1 Compiler construction 1 Compiler 2 Interpreter 10 History of compiler writing 14 Lexical analysis 22 Lexical analysis 22 Regular expression 26 Regular expression examples 37 Finite-state machine 41 Preprocessor 51 Syntactic analysis 54 Parsing 54 Lookahead 58 Symbol table 61 Abstract syntax 63 Abstract syntax tree 64 Context-free grammar 65 Terminal and nonterminal symbols 77 Left recursion 79 Backus–Naur Form 83 Extended Backus–Naur Form 86 TBNF 91 Top-down parsing 91 Recursive descent parser 93 Tail recursive parser 98 Parsing expression grammar 100 LL parser 106 LR parser 114 Parsing table 123 Simple LR parser 125 Canonical LR parser 127 GLR parser 129 LALR parser 130 Recursive ascent parser 133 Parser combinator 140 Bottom-up parsing 143 Chomsky normal form 148 CYK algorithm 150 Simple precedence grammar 153 Simple precedence parser 154 Operator-precedence grammar 156 Operator-precedence parser 159 Shunting-yard algorithm 163 Chart parser 173 Earley parser 174 The lexer hack 178 Scannerless parsing 180 Semantic analysis 182 Attribute grammar 182 L-attributed grammar 184 LR-attributed grammar 185 S-attributed grammar 185 ECLR-attributed grammar 186 Intermediate language 186 Control flow graph 188 Basic block 190 Call graph 192 Data-flow analysis 195 Use-define chain 201 Live variable analysis 204 Reaching definition 206 Three address -
PROGRAMMING LANGUAGES TENTH EDITION This Page Intentionally Left Blank CONCEPTS of PROGRAMMING LANGUAGES TENTH EDITION
CONCEPTS OF PROGRAMMING LANGUAGES TENTH EDITION This page intentionally left blank CONCEPTS OF PROGRAMMING LANGUAGES TENTH EDITION ROBERT W. SEBESTA University of Colorado at Colorado Springs Boston Columbus Indianapolis New York San Francisco Upper Saddle River Amsterdam Cape Town Dubai London Madrid Milan Munich Paris Montreal Toronto Delhi Mexico City Sao Paulo Sydney Hong Kong Seoul Singapore Taipei Tokyo Vice President and Editorial Director, ECS: Senior Production Project Manager: Marilyn Lloyd Marcia Horton Manufacturing Manager: Nick Sklitsis Editor in Chief: Michael Hirsch Operations Specialist: Lisa McDowell Executive Editor: Matt Goldstein Cover Designer: Anthony Gemmellaro Editorial Assistant: Chelsea Kharakozova Text Designer: Gillian Hall Vice President Marketing: Patrice Jones Cover Image: Mountain near Pisac, Peru; Marketing Manager: Yez Alayan Photo by author Marketing Coordinator: Kathryn Ferranti Media Editor: Dan Sandin Marketing Assistant: Emma Snider Full-Service Vendor: Laserwords Vice President and Director of Production: Project Management: Gillian Hall Vince O’Brien Printer/Binder: Courier Westford Managing Editor: Jeff Holcomb Cover Printer: Lehigh-Phoenix Color This book was composed in InDesign. Basal font is Janson Text. Display font is ITC Franklin Gothic. Copyright © 2012, 2010, 2008, 2006, 2004 by Pearson Education, Inc., publishing as Addison-Wesley. All rights reserved. Manufactured in the United States of America. This publication is protected by Copy- right, and permission should be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission(s) to use material from this work, please submit a written request to Pearson Education, Inc., Permissions Department, One Lake Street, Upper Saddle River, New Jersey 07458, or you may fax your request to 201-236-3290. -
Wirth Transcript Final
A. M. Turing Award Oral History Interview with Niklaus Wirth by Elena Trichina ETH, Zürich, Switzerland March 13, 2018 Trichina: My name is Elena Trichina. It is my honor to interview Professor Niklaus Wirth for the Turing Award Winners Project of the Association for Computing Machinery, the ACM. The Turing Award, sometimes referred to as “the Nobel Prize of computing,” is given annually for major contributions of lasting importance in computing. Professor Wirth received his award in 1984 in recognition of his outstanding work in developing a sequence of programming languages – Euler, Algol-W, Pascal, Modula. The hallmarks of Wirth’s languages are their simplicity, economy of design, and high-level engineering. We will talk about it and many other things later today in the interview that takes place on the 13th of March, 2018, in the Swiss Federal Institute of Technology. So we start. Ready? Guten Tag, Niklaus. Gruetzi. Wirth: Добрый ден, Елена Василевна Здравствуи [Good morning, Elena. Hello. – ed.] Trichina: Well, although your command of Russian is sufficient, my command of Swiss German is a little bit rudimentary. Shall we continue in one of the languages where we both feel comfortable? What would it be? French? English? Wirth: Oh, I think English is better for me. Yes, yes. Trichina: Okay. It’s probably better for the audience. [laughs] Wirth: Okay. True. Trichina: Okay. We continue in English. Here in front of me there is a list of the most important days in your life. You were born in February 1934 in Winterthur, which is a sort of middle-size industrial town in Switzerland.